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FutureCopLGF

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I think there's a decent core of a game here: movement feels pretty good (sometimes the jump can act a little funky), graphics are bright and explosive, and the shooting is nice. I feel like it just needs some extra touches to make it really stand out as it feels really dead and dull to me after just a few levels. While there is a nice variety of enemies in the end, the levels are very samey and don't change, the soundscape is very empty leading to a hollow feeling, and there is no significant story or progression in place to drive you forward. With those in place, I feel like this could be really great.

Citybuilder14 responds:

Thanks for the feedback
This is only a small demo so some of the features you mentioned would be in a full release

A cool game! I feel like the main mechanic is well-explored through the level design and that it has a good amount of pep all-around for a game jam game. A little bit frustrating at times due to some minor janky physics and hit detection, but it was a nice experience to get through.

Solid game! Happy to see this fleshed out (haha) from the other previous versions. I think it has a good variety in terms of enemies and levels and I like the main mechanic. Good amount of juice as well all-around: nice pick-up sounds, good screen-shake, neat explosions, so on and so forth. Basically, you got the complete package here.

I'm really surprised I was actually able to beat this in the end (twice, actually, for the ending choice). I can see a lot of people falling off of this one because the mechanic is very confusing and frustrating to grasp initially (even though it is one button, yes, but it was so confusing at first I thought it was actually a trick). Gotta give it credit for being gamejam and being made in such a short time, but I dunno, I'm conflicted on it. It was frustrating, but I did get it in the end? Just felt like it wasn't as satisfying, I guess? I dunno, I'm rambling. Basically, it's cool.

Really caught me off-guard with how experimental and crazy this game was. I almost switched it off from how weird and jank it was, but then it grabs you with the sudden creepiness, and then flips you off and goes off-the-walls nuts. While I love how it progressed, I felt like the bullet hell section was way too hard and I could only make it to the second boss (though I gotta give credit for how, even though it looks jank, you still had forgiving mechanics like how only the center of your character counts as the hitbox). Definitely a game that only uses jank as a disguise, and not actual lazy design.

Notabla responds:

Thank you :)
It really feels rewarding to see these few people getting past the first part and actually getting into the game ^.^

Seems like it could be quite impressive, but at the moment, it falls short for me. The scale of the game in terms of size and mechanics hints at being enormous and with some work, it could meet that. The actual gameplay, however, is very confusing initially (not helped by the translation errors) and drab for now.

Really cool and stylish game; all around solid art and music, with some great arcade style gameplay as well! Gets a little repetitive as the enemies, while diverse, don't actually give significant strategic variety, and the only boss, which was great, is at the end. Levels feel really cramped as well and don't allow you to move around and dodge fire. Still, for being made in a week, this was some great fun!

Jack responds:

I'll see what I can do about improving strategizing around different types of enemies for our next game. Thank you for playing!

This one hit really close to home: the pregnant pauses, the memory problems, the two-sided dialogue, the family dynamics, all of it done in incredibly clever ways through the game mechanics. It was very depressing for me to revisit this so shortly after having to go through it in real life, but I won't hold that against the game, and will instead applaud it for doing what I feel was an accurate and deep representation of a real experience that many families go through. Both acts were wonderful, with the second act being so incredibly meta and powerfully told in the only way a game could tell the story.

Solid marble game! Loved going through all of the courses as the controls felt really tight and satisfying to navigate with. The only obstacle I really had difficulty with was the cannons: sometimes they were just a bit too random to play around which caused some annoyance (I eventually noticed the smoke, but it's a bit too subtle to work with). All in all, I had a good time.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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